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Title: [A] Teams All Welcome #1 (32p)
Host: Nobody
Game version: Zero-K v1.11.3.1
Engine version: 105.1.1-1485-g78f9a2c
Battle ID: 1597122
Started: 13 months ago
Duration: 22 minutes
Players: 10
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 29.7%

USrankGotmi1k22
RUrankMaikl58
ESrankFlay
FRranktugboy
FRrankTheoTop
Team 2
Chance of victory: 70.3%

USrankwildemind
ARrankmahoutsukai
AUrankrichardjam13
BRrankrafael_003
RUrankBearded

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13 months ago
Used as test run for dev version of ReplayCam - no major differences in this version but slightly smarter event prioritization and camera positioning.

Battle was a fun watch with the use of a launcher :)

+2 / -0


12 months ago
It seems to trace the action pretty well, but all the rotation made me feel a bit sick within in the first few minutes. It rotates far to much at the moment.
+0 / -0

12 months ago
AUrankAdminGoogleFrog hmmm, do you think you'd prefer no rotation, more subtle rotation, or rotation less often?
+0 / -0
I don't know. I would want to see how good a no rotation version can be, then look at what rotation would add. The main thing is that the rotation is used prettymuch everywhere, and jerkily transitions between rates. It is using rotation more than it should even be panning.
+1 / -0
How about this? Slightly toned done rotation, and finally implemented some rotation physics. Tracking reticle is for debug BTW.

Edit: I really want to keep rotation as it lends a more cinematic quality. I can see how it might not be to all tastes, I definitely think some sort of settings frob for camera dynamism is worth having.

+1 / -0


12 months ago
That looks quite a bit better. The action finding is pretty impressive too. The scene changes a bit too rapidly though, and it is especially jarring when the camera accelerates one way then accelerates another before the first movement finishes. The frequent scene shifting is a bit more noticeable early in the game.
+0 / -0

12 months ago
Thanks AUrankAdminGoogleFrog :)

quote:
especially jarring when the camera accelerates one way then accelerates another before the first movement finishes


Yeah I started to notice this... I think calming the camera down has made it more visible. I'm reluctant to force it to commit to a change at any cost, because if something else really amazing happens I'd rather it did flip to catch that. It already applies a quite large multiplier to the current location - though I should review that code to check it's working right.

Also it could get quite a bit smarter about calculating camera transition time and whether to do an instant jump. Events that occur behind the current position are worst case because they are completely offscreen, require a larger rotational component, and the camera can't pitch down much. I think most of the problem transitions involved events behind the camera.

Regarding more shifting at the start, because events are mostly coming from damage/destroyed callins in practise, I think it does tend to stabilize on battles more as the scale increases. I'm not sure whether this is an issue or a feature :thinking: I feel it might come down to needing a lever for the level of dynamism you prefer.
+0 / -0
12 months ago
Have you considered doing two passes of the game? In this way you could first time collect the information about interesting spots so if something really big happens, be prepared to show it rather than jump for a very short time to something less interesting,
+0 / -0
12 months ago
It seems like having the view more horizontal rather than vertical would make for better viewing? It would also probably reduce the weirdness of how it rotates.

Say take it from what looks about 45 degrees to 30 degrees.
+0 / -0

12 months ago
FRrankmalric - two passes has been suggested a few times. Personally, I'm not sure it's worth the considerable technical difficulties. The current widget is quite simplistic and mostly smoke and mirrors, whereas the two pass approach implies you want to see real storytelling. Perhaps there's a way to make ChatGPT tell you the story from the raw events, and work that back into a replay? Maybe I'll be inspired when I think the current approach is as good as it can be :)

GBrankTechAUmNu - that's interesting. I personally think many units start to look "wrong" if the angle tilts any lower. I would like to build in more camera variety, things like an occasional close up (could be at a lower angle), rotating around the focal point, fly in low to the ground...
+1 / -0